instance ItKe_Xardas(C_Item)
{
	name = NAME_Key;
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Ein Truhenschlussel";
	text[3] = "von Xardas";
};
 
instance ItWr_Canthars_KomproBrief_MIS(C_Item)
{
	name = "Brief";
	mainflag = ITEM_KAT_DOCS;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItWr_Scroll_01.3DS";
	material = MAT_LEATHER;
	on_state[0] = Use_Canthars_KomproBrief;
	scemeName = "MAP";
	description = "Canthars Brief fur die Handlerin Sarah";
};
 
 
func void Use_Canthars_KomproBrief()
{
	var int nDocID;
	nDocID = Doc_Create();
	Doc_SetPages(nDocID,1);
	Doc_SetPage(nDocID,0,"letters.TGA",0);
	Doc_SetFont(nDocID,-1,FONT_Book);
	Doc_SetMargins(nDocID,-1,50,50,50,50,1);
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0," Letzte Ermahnung");
	Doc_PrintLine(nDocID,0,"");
	Doc_SetFont(nDocID,0,FONT_Book);
	Doc_PrintLine(nDocID,0," Ich habe dir schon mehrere Male auf");
	Doc_PrintLine(nDocID,0," liebenswurdigste Weise mitgeteilt,");
	Doc_PrintLine(nDocID,0," da? ich die Waffen, die ich bei dir");
	Doc_PrintLine(nDocID,0," vor einer Woche bestellt habe, dringend");
	Doc_PrintLine(nDocID,0," brauche.");
	Doc_PrintLine(nDocID,0," Wenn ich nicht bald, etwas von dir hore,");
	Doc_PrintLine(nDocID,0," Sarah, dann sehe ich mich gezwungen,");
	Doc_PrintLine(nDocID,0," andere Seiten aufzuziehen. Ich hoffe,");
	Doc_PrintLine(nDocID,0," wir verstehen uns!!!!!!!!!!!!");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"     Onar");
	Doc_PrintLine(nDocID,0,"");
	Doc_SetMargins(nDocID,-1,200,50,50,50,1);
	Doc_Show(nDocID);
};
 
 
instance ItMw_2h_Rod(C_Item)
{
	name = "Rods Zweihander";
	mainflag = ITEM_KAT_NF;
	flags = ITEM_2HD_SWD;
	material = MAT_METAL;
	value = Value_Sld2hSchwert;
	damageTotal = Damage_Rod;
	damagetype = DAM_EDGE;
	range = Range_Sld2hSchwert;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_Rod;
	visual = "ItMw_035_2h_sld_sword_01.3DS";
	on_equip = equip_2h_light;
	on_unequip = unequip_2h_light;
	description = name;
	text[1] = NAME_Damage;
	count[1] = damageTotal;
	text[2] = NAME_Str_needed;
	count[2] = cond_value[2];
	text[3] = NAME_RADIUS;
	count[3] = range;
	text[4] = NAME_TwoHanded;
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_CoragonsSilber(C_Item)
{
	name = "Coragons Silber";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_SilverCup;
	visual = "ItMi_SilverCup.3DS";
	material = MAT_METAL;
	description = name;
	text[3] = "";
	text[4] = "";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItMi_TheklasPaket(C_Item)
{
	name = "Theklas Packchen";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION | ITEM_MULTI;
	value = 0;
	visual = "ItMi_Packet.3ds";
	scemeName = "MAPSEALED";
	material = MAT_LEATHER;
	on_state[0] = Use_TheklasPacket;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void Use_TheklasPacket()
{
	CreateInvItems(hero,ItPl_Mana_Herb_01,3);
	CreateInvItems(hero,ItPl_Health_Herb_02,1);
	CreateInvItems(hero,ItPl_Speed_Herb_01,1);
	CreateInvItems(hero,ItPl_Blueplant,2);
	Print(PRINT_GotPlants);
};
 
 
instance ItMi_MariasGoldPlate(C_Item)
{
	name = "Schwerer Goldteller";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI;
	value = Value_GoldPlate;
	visual = "ItMi_GoldPlate.3DS";
	material = MAT_METAL;
	description = name;
	text[2] = "Auf dem Teller sind die Namen";
	text[3] = "Onar und Maria eingraviert.";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRi_ValentinosRing(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_ProtEdge;
	visual = "ItRi_Prot_Edge_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ValentinosRing;
	on_unequip = UnEquip_ValentinosRing;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Valentinos Ring";
	text[2] = NAME_Prot_Edge;
	count[2] = Ri_ProtEdge;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ValentinosRing()
{
	self.protection[PROT_EDGE] += Ri_ProtEdge;
	self.protection[PROT_BLUNT] += Ri_ProtEdge;
};
 
func void UnEquip_ValentinosRing()
{
	self.protection[PROT_EDGE] -= Ri_ProtEdge;
	self.protection[PROT_BLUNT] -= Ri_ProtEdge;
};
 
 
instance ItKe_Dexter(C_Item)
{
	name = NAME_Key;
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_03.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Ein Truhenschlussel";
	text[3] = "von Dexter";
};
 
instance ItWr_Kraeuterliste(C_Item)
{
	name = "Liste";
	mainflag = ITEM_KAT_DOCS;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItWr_Scroll_01.3DS";
	material = MAT_LEATHER;
	on_state[0] = Use_Kraeuterliste;
	scemeName = "MAP";
	description = "Constantinos Krauterliste";
};
 
 
func void Use_Kraeuterliste()
{
	var int nDocID;
	nDocID = Doc_Create();
	Doc_SetPages(nDocID,1);
	Doc_SetPage(nDocID,0,"letters.TGA",0);
	Doc_SetFont(nDocID,-1,FONT_Book);
	Doc_SetMargins(nDocID,-1,50,50,50,50,1);
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"Alchemistische Krauter");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"Heilpflanze");
	Doc_PrintLine(nDocID,0,"Heilkraut");
	Doc_PrintLine(nDocID,0,"Heilwurzel");
	Doc_PrintLine(nDocID,0,"Feuernessel");
	Doc_PrintLine(nDocID,0,"Feuerkraut");
	Doc_PrintLine(nDocID,0,"Feuerwurzel");
	Doc_PrintLine(nDocID,0,"Goblinbeere");
	Doc_PrintLine(nDocID,0,"Drachenwurzel");
	Doc_PrintLine(nDocID,0,"Snapperkraut");
	Doc_PrintLine(nDocID,0,"Feldknoterich");
	Doc_PrintLine(nDocID,0,"Kronstockl");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLines(nDocID,0,"Anmerkung: Lass dir doch von einem Lehrlings - Anwarter die Pflanzen bringen, dann wei?t du ob er was taugt. ");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"Gru?, Zuris");
	Doc_SetMargins(nDocID,-1,200,50,50,50,1);
	Doc_Show(nDocID);
};
 
 
instance ItWr_ManaRezept(C_Item)
{
	name = "Rezept";
	mainflag = ITEM_KAT_DOCS;
	flags = ITEM_MISSION;
	value = 20;
	visual = "ItWr_Scroll_01.3DS";
	material = MAT_LEATHER;
	on_state[0] = Use_ManaRezept;
	scemeName = "MAP";
	description = "Rezept der magischen Essenz";
};
 
 
func void Use_ManaRezept()
{
	var int nDocID;
	nDocID = Doc_Create();
	Doc_SetPages(nDocID,1);
	Doc_SetPage(nDocID,0,"letters.TGA",0);
	Doc_SetFont(nDocID,-1,FONT_Book);
	Doc_SetMargins(nDocID,-1,50,50,50,50,1);
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"Magische Tranke");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLines(nDocID,0,"Zur Herstellung von Tranken der magischen Kraft, benotigt der kundige Alchemist:");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"Feuernessel");
	Doc_PrintLine(nDocID,0,"Feuerkraut");
	Doc_PrintLine(nDocID,0,"Feuerwurzel");
	Doc_PrintLines(nDocID,0,"Dazu braucht er jeweils eine Pflanze ");
	Doc_PrintLine(nDocID,0,"Feldknoterich");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"Meister Neoras ");
	Doc_SetMargins(nDocID,-1,200,50,50,50,1);
	Doc_Show(nDocID);
};
 
 
instance ItWr_Passierschein(C_Item)
{
	name = "Passierschein";
	mainflag = ITEM_KAT_DOCS;
	flags = ITEM_MISSION;
	value = 50;
	visual = "ItWr_Scroll_01.3DS";
	material = MAT_LEATHER;
	on_state[0] = UsePassierschein;
	scemeName = "MAP";
	description = name;
	text[3] = "Mit diesem Schein";
	text[4] = "komme ich an den Stadtwachen vorbei.";
};
 
 
func void UsePassierschein()
{
	var int nDocID;
	nDocID = Doc_Create();
	Doc_SetPages(nDocID,1);
	Doc_SetPage(nDocID,0,"letters.TGA",0);
	Doc_SetFont(nDocID,-1,FONT_BookHeadline);
	Doc_SetMargins(nDocID,-1,50,50,50,50,1);
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"     Passierschein");
	Doc_PrintLine(nDocID,0,"         Khorinis");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_SetFont(nDocID,0,FONT_Book);
	Doc_PrintLine(nDocID,0," Diese Urkunde berechtigt seinen");
	Doc_PrintLine(nDocID,0," Besitzer, sich auf unbestimmte Zeit in den");
	Doc_PrintLine(nDocID,0," unteren Vierteln von Khorinis aufzuhalten.");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"     Larius");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"     koniglicher Statthalter");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_SetMargins(nDocID,-1,200,50,50,50,1);
	Doc_Show(nDocID);
};
 
 
instance ItMi_HerbPaket(C_Item)
{
	name = "Kraut-Paket";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 200;
	visual = "ItMi_Packet.3ds";
	material = MAT_LEATHER;
	description = name;
	text[2] = "Ein schweres, klebriges Paket,";
	text[3] = "das nach Sumpfkraut stinkt";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_DROGENPOCKET(C_Item)
{
	name = "Baal Oruns Paket";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItMi_Packet.3ds";
	scemeName = "MAPSEALED";
	on_state[0] = use_drogenpocket;
	material = MAT_LEATHER;
	description = name;
	text[2] = "Ein Packchen fur den Statthalter Larius.";
	text[3] = "Es ist nicht bekannt, was sich darin befindet.";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_LARIUSGOLDPOCKET(C_Item)
{
	name = "Lederbeutel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItMi_Sumka.3ds";
	scemeName = "MAPSEALED";
	on_state[0] = use_lariusgoldpocket;
	material = MAT_LEATHER;
	description = name;
	text[2] = "Der Beutel des Statthalters fur Baal Orun.";
	text[3] = "Keine Ahnung, was sich darin befindet.";
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void use_drogenpocket()
{
	B_PlayerFindItem(ItMi_Joint,100);
	Print(PRINT_FOUNDJOINTORAN);
	MIS_ORUNPACKET = LOG_FAILED;
	Log_SetTopicStatus(TOPIC_ORUNPACKET,LOG_FAILED);
};
 
func void use_lariusgoldpocket()
{
	B_PlayerFindItem(ItMi_Gold,1000);
	Print(PRINT_FOUNDGOLD1000);
	Snd_Play("Geldbeutel");
	MIS_ORUNPACKET = LOG_FAILED;
	Log_SetTopicStatus(TOPIC_ORUNPACKET,LOG_FAILED);
};
 
 
instance ItKe_Storage(C_Item)
{
	name = "Lagerhaus-Schlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Schlussel vom";
	text[3] = "Lagerhaus am Hafen";
};
 
 
const int HP_Hering = 20;
 
instance ItFo_SmellyFish(C_Item)
{
	name = "Hering";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItFo_Fish.3DS";
	material = MAT_LEATHER;
	scemeName = "FOOD";
	on_state[0] = Use_SmellyFish;
	description = "Ein Hering";
	text[1] = NAME_Bonus_HP;
	count[1] = HP_Hering;
	text[5] = NAME_Value;
	count[5] = Value_Fish;
};
 
 
func void Use_SmellyFish()
{
	Npc_ChangeAttribute(self,ATR_HITPOINTS,HP_Hering);
};
 
 
instance ItFo_HalvorFish_MIS(C_Item)
{
	name = "Seltsamer Fisch";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItFo_Fish.3DS";
	material = MAT_LEATHER;
	scemeName = "MAPSEALED";
	on_state[0] = Use_HalvorFish;
	description = "Seltsam aussehender Fisch";
	text[2] = "Irgendwas stimmt nicht mit diesem Fisch.";
	text[3] = "Sieht aus, als ware er zugenaht...";
};
 
 
func void Use_HalvorFish()
{
	CreateInvItems(hero,ItWr_HalvorMessage,1);
	Print(PRINT_FishLetter);
};
 
 
instance ItWr_HalvorMessage(C_Item)
{
	name = "Stinkender Zettel";
	mainflag = ITEM_KAT_DOCS;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItWr_Scroll_01.3DS";
	material = MAT_LEATHER;
	on_state[0] = UseHalvorMessage;
	scemeName = "MAP";
	description = name;
	text[2] = "Dieser Zettel war in einem Fisch versteckt";
};
 
 
func void UseHalvorMessage()
{
	var int nDocID;
	Knows_Halvor = TRUE;
	nDocID = Doc_Create();
	Doc_SetPages(nDocID,1);
	Doc_SetPage(nDocID,0,"letters.TGA",0);
	Doc_SetFont(nDocID,-1,FONT_Book);
	Doc_SetMargins(nDocID,-1,50,50,50,50,1);
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0," Haltet euren Hintern unten, Jungs! ");
	Doc_PrintLine(nDocID,0," Die Miliz ist aufmerksam geworden.");
	Doc_PrintLine(nDocID,0," Keine Uberfalle mehr, bis ich mich wieder melde!");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"     Halvor");
	Doc_Show(nDocID);
};
 
 
instance ItMw_AlriksSword_Mis(C_Item)
{
	name = "Alriks Schwert";
	mainflag = ITEM_KAT_NF;
	flags = ITEM_MISSION | ITEM_SWD;
	material = MAT_METAL;
	value = Value_Alrik;
	damageTotal = Damage_Alrik;
	damagetype = DAM_EDGE;
	range = Range_Alrik;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_Alrik;
	visual = "ItMw_025_1h_Sld_Sword_01.3DS";
	on_equip = Equip_AlriksSword;
	on_unequip = UnEquip_AlriksSword;
	description = name;
	text[1] = NAME_Damage;
	count[1] = damageTotal;
	text[2] = NAME_Str_needed;
	count[2] = cond_value[2];
	text[3] = NAME_RADIUS;
	count[3] = range;
	text[4] = NAME_OneHanded;
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void Equip_AlriksSword()
{
	B_AddFightSkill(self,NPC_TALENT_1H,10);
	if(Npc_IsPlayer(self))
	{
		MELEEWEAPONINDEX = 2;
	};
};
 
func void UnEquip_AlriksSword()
{
	B_AddFightSkill(self,NPC_TALENT_1H,-10);
	if(Npc_IsPlayer(self))
	{
		MELEEWEAPONINDEX = 0;
	};
};
 
 
instance ItWr_VatrasMessage(C_Item)
{
	name = "Versiegelte Botschaft";
	mainflag = ITEM_KAT_DOCS;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItWr_Scroll_02.3DS";
	material = MAT_LEATHER;
	on_state[0] = UseVatrasMessage;
	scemeName = "MAPSEALED";
	description = name;
	text[2] = "Eine Botschaft von Vatras";
	text[3] = "fur die Magier des Feuers";
};
 
 
func void UseVatrasMessage()
{
	var int nDocID;
	CreateInvItems(self,ItWr_VatrasMessage_Open,1);
	nDocID = Doc_Create();
	Doc_SetPages(nDocID,1);
	Doc_SetPage(nDocID,0,"letters.TGA",0);
	Doc_SetFont(nDocID,-1,FONT_Book);
	Doc_SetMargins(nDocID,-1,50,50,50,50,1);
	Doc_PrintLine(nDocID,0,"Werter Isgaroth,");
	Doc_PrintLines(nDocID,0,"Ich spure mehr und mehr die Anwesenheit einer anderen Macht.");
	Doc_PrintLines(nDocID,0,"Eine Macht, die uns nicht unbekannt ist. Mag es sein, dass Diener Beliars nahe sind?");
	Doc_PrintLines(nDocID,0,"Moglich, dass ich irre, aber ich denke es ware angebracht, das Vater Pyrokar sich der Angelegenheit annimmt. ");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLines(nDocID,0,"Mogen unsere Gebete erhort werden.");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"Vatras");
	Doc_Show(nDocID);
};
 
 
instance ItWr_VatrasMessage_Open(C_Item)
{
	name = "Botschaft";
	mainflag = ITEM_KAT_DOCS;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItWr_Scroll_01.3DS";
	material = MAT_LEATHER;
	on_state[0] = UseVatrasMessageOpen;
	scemeName = "MAP";
	description = name;
	text[2] = "Eine Botschaft von Vatras";
	text[3] = "fur die Magier des Feuers";
	text[4] = "Das Siegel ist gebrochen";
};
 
 
func void UseVatrasMessageOpen()
{
	var int nDocID;
	nDocID = Doc_Create();
	Doc_SetPages(nDocID,1);
	Doc_SetPage(nDocID,0,"letters.TGA",0);
	Doc_SetFont(nDocID,-1,FONT_Book);
	Doc_SetMargins(nDocID,-1,50,50,50,50,1);
	Doc_PrintLine(nDocID,0,"Werter Isgaroth,");
	Doc_PrintLines(nDocID,0,"Ich spure mehr und mehr die Anwesenheit einer anderen Macht.");
	Doc_PrintLines(nDocID,0,"Eine Macht, die uns nicht unbekannt ist. Mag es sein, dass Diener Beliars nahe sind?");
	Doc_PrintLines(nDocID,0,"Moglich dass ich irre, aber ich denke es ware angebracht, dass Vater Pyrokar sich der Angelegenheit annimmt. ");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLines(nDocID,0,"Mogen unsere Gebete erhort werden.");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"Vatras");
	Doc_Show(nDocID);
};
 
 
instance ItKe_Hotel(C_Item)
{
	name = "Zimmerschlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItKe_Key_02.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Zimmerschlussel";
	text[3] = "vom Hotel";
};
 
instance ItKe_ThiefGuildKey_MIS(C_Item)
{
	name = "Verrosteter Schlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Meersalz hat diesen Schlussel zerfressen";
};
 
instance ItKe_ThiefGuildKey_Hotel_MIS(C_Item)
{
	name = "Rostiger Schlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Kellerschlussel vom Hotel";
};
 
instance ItKe_Innos_MIS(C_Item)
{
	name = NAME_Key;
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItKe_Key_02.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Schlussel zur Pforte";
	text[3] = "des Innos Klosters";
};
 
instance ItKe_KlosterSchatz(C_Item)
{
	name = NAME_Key;
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_02.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Schlussel zur ";
	text[3] = "Schatzkammer im Kloster";
};
 
instance ItKe_KlosterStore(C_Item)
{
	name = NAME_Key;
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Schlussel zur ";
	text[3] = "Vorratskammer im Kloster";
};
 
instance ItKe_KDFPlayer(C_Item)
{
	name = NAME_Key;
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_02.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Schlussel zum ";
	text[3] = "Gemach im Kloster";
};
 
instance ItKe_KlosterBibliothek(C_Item)
{
	name = NAME_Key;
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Schlussel zur ";
	text[3] = "Bibliothek im Kloster";
};
 
instance ItFo_Schafswurst(C_Item)
{
	name = "Schafswurst";
	mainflag = ITEM_KAT_FOOD;
	flags = ITEM_MULTI;
	value = Value_Sausage;
	visual = "ItFo_Sausage.3DS";
	material = MAT_LEATHER;
	scemeName = "FOOD";
	on_state[0] = Use_Schafswurst;
	description = name;
	text[1] = NAME_Bonus_HP;
	count[1] = HP_Sausage;
	text[5] = NAME_Value;
	count[5] = Value_Sausage;
};
 
 
func void Use_Schafswurst()
{
	Npc_ChangeAttribute(self,ATR_HITPOINTS,HP_Sausage);
};
 
 
instance ItPo_Perm_LittleMana(C_Item)
{
	name = NAME_Trank;
	mainflag = ITEM_KAT_POTIONS;
	flags = ITEM_MULTI;
	value = 150;
	visual = "ItPo_Perm_Mana.3ds";
	material = MAT_GLAS;
	on_state[0] = UseItPo_LittleMana;
	scemeName = "POTIONFAST";
	wear = WEAR_EFFECT;
	effect = "SPELLFX_MANAPOTION";
	description = "Essenz des Geistes";
	text[1] = NAME_Bonus_ManaMax;
	count[1] = 3;
	text[5] = NAME_Value;
	count[5] = value;
};
 
 
func void UseItPo_LittleMana()
{
	B_RaiseAttribute(self,ATR_MANA_MAX,3);
	Npc_ChangeAttribute(self,ATR_MANA,3);
};
 
 
instance Holy_Hammer_MIS(C_Item)
{
	name = "Heiliger Hammer";
	mainflag = ITEM_KAT_NF;
	flags = ITEM_MISSION | ITEM_2HD_AXE;
	material = MAT_METAL;
	value = Value_HolyHammer;
	owner = Nov_608_Garwig;
	damageTotal = Damage_HolyHammer;
	damagetype = DAM_BLUNT;
	range = Range_HolyHammer;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_HolyHammer;
	visual = "ItMw_030_2h_kdf_hammer_01.3DS";
	description = name;
	text[1] = "Schaden:                 ??";
	text[2] = "benotigte Starke:        ??";
	text[3] = NAME_RADIUS;
	count[3] = range;
	text[4] = "Zweihandwaffe";
	text[5] = "Wert: nicht einschatzbar";
};
 
instance ItKe_MagicChest(C_Item)
{
	name = "Alter Schlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION | ITEM_MULTI;
	value = 0;
	visual = "ItKe_Key_02.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Eine alter eiserner Schlussel.";
	text[3] = "Er konnte zu einem ";
	text[4] = "Vorhangeschloss gehoren.";
};
 
instance ItWr_Passage_MIS(C_Item)
{
	name = "Friedensangebot an die Paladine";
	mainflag = ITEM_KAT_DOCS;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItWr_Scroll_01.3DS";
	material = MAT_LEATHER;
	on_state[0] = UsePassage;
	scemeName = "MAP";
	description = name;
	text[3] = "Mit diesem Schein sollte ich bei ";
	text[4] = "Lord Hagen vorgelassen werden";
};
 
 
func void UsePassage()
{
	var int nDocID;
	nDocID = Doc_Create();
	Doc_SetPages(nDocID,1);
	Doc_SetPage(nDocID,0,"letters.TGA",0);
	Doc_SetFont(nDocID,-1,FONT_Book);
	Doc_SetMargins(nDocID,-1,50,50,50,50,1);
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"Ehrenwerter Lord Hagen,");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLines(nDocID,0,"Wir beide wissen um die Lage, in der Ihr euch befindet. Ich schlage daher folgenden Handel vor: ");
	Doc_PrintLines(nDocID,0,"Ihr erteilt mir und allen meinen Mannern Generalabsolution vor Innos und dem Konig. ");
	Doc_PrintLines(nDocID,0,"Im Gegenzug bieten wir unsere Dienste fur die Verteidigung der Stadt und des umliegenden Landes an. ");
	Doc_PrintLines(nDocID,0,"Desweiteren werde ich dafur sorgen, da? meine Manner von den umliegenden Hofen fernbleiben - naturlich mit Ausnahme des Hofes von Onar, auf dem wir weiterhin stationiert bleiben werden.");
	Doc_PrintLines(nDocID,0,"Ich wei?, da? auf dem Schiff, mit dem Ihr zum Festland aufbrechen werdet, noch Platz fur mich und einige meiner Manner ist. Wenn Ihr in See stecht, will ich an Bord sein.");
	Doc_PrintLines(nDocID,0,"Ich ersuche Euch, trefft Eure Entscheidung mit aller Euch gegebenen Weisheit. ");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"gezeichnet   General Lee");
	Doc_SetMargins(nDocID,-1,200,50,50,50,1);
	Doc_Show(nDocID);
};
 
 
instance ItWr_BanditLetter_MIS(C_Item)
{
	name = "Nachricht";
	mainflag = ITEM_KAT_DOCS;
	flags = ITEM_MISSION;
	value = 0;
	visual = "ItWr_Scroll_01.3DS";
	material = MAT_LEATHER;
	on_state[0] = UseBanditLetter;
	scemeName = "MAP";
	description = name;
	text[3] = "";
	text[4] = "";
};
 
 
func void UseBanditLetter()
{
	var int nDocID;
	nDocID = Doc_Create();
	Doc_SetPages(nDocID,1);
	Doc_SetPage(nDocID,0,"letters.TGA",0);
	Doc_SetMargins(nDocID,-1,50,50,50,50,1);
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_SetFont(nDocID,0,FONT_Book);
	Doc_PrintLine(nDocID,0,"Haltet alle Manner auf, ");
	Doc_PrintLine(nDocID,0," die aus den Bergen kommen.");
	Doc_PrintLine(nDocID,0,"Falls jemand den Pass entlangkommt, ");
	Doc_PrintLine(nDocID,0," ist es wahrscheinlich ein alter Mann.");
	Doc_PrintLine(nDocID,0,"Lasst euch nicht von ihm tauschen - ");
	Doc_PrintLine(nDocID,0," er ist ein gefahrlicher Hexer.   ");
	Doc_PrintLine(nDocID,0,"Behaltet den Kerl im Auge");
	Doc_PrintLine(nDocID,0,"     ");
	Doc_PrintLine(nDocID,0,"Kann gut sein, das der Typ den wir suchen, ");
	Doc_PrintLine(nDocID,0," mit ihm Kontakt aufnimmt. ");
	Doc_PrintLine(nDocID,0,"Mit diesem Brief schicke ich euch ");
	Doc_PrintLine(nDocID,0," drei?ig Goldstucke. ");
	Doc_PrintLine(nDocID,0,"Nochmal drei?ig bekommt derjenige, ");
	Doc_PrintLine(nDocID,0," der den Mann totet. ");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"Bringt seinen Kopf zur alten Mine, beim Gro?bauer.");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,".....D.");
	Doc_PrintLine(nDocID,0,"");
	Doc_SetMargins(nDocID,-1,200,50,50,50,1);
	Doc_Show(nDocID);
};
 
 
instance ItWr_Poster_MIS(C_Item)
{
	name = "Steckbrief";
	mainflag = ITEM_KAT_DOCS;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 0;
	visual = "ItWr_Scroll_01.3DS";
	material = MAT_LEATHER;
	on_state[0] = UsePoster;
	scemeName = "MAP";
	description = name;
	text[3] = "Ein Bild von mir!";
	text[4] = "";
};
 
 
func void UsePoster()
{
	var int nDocID;
	nDocID = Doc_Create();
	Doc_SetPages(nDocID,1);
	Doc_SetPage(nDocID,0,"Gesucht.TGA",0);
	Doc_Show(nDocID);
};
 
 
instance ItKe_Bandit(C_Item)
{
	name = "Truhenschlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Schlussel";
	text[3] = "gehorte einem Banditen";
};
 
instance ItRw_Bow_L_03_MIS(C_Item)
{
	name = "Jagdbogen";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_BOW | ITEM_MISSION;
	material = MAT_WOOD;
	value = Value_Jagdbogen;
	damageTotal = Damage_Jagdbogen;
	damagetype = DAM_POINT;
	munition = ItRw_Arrow;
	cond_atr[2] = ATR_DEXTERITY;
	cond_value[2] = Condition_Jagdbogen;
	visual = "ItRw_Bow_L_03.mms";
	on_equip = equip_bow_light;
	on_unequip = unequip_bow_light;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Dex_needed;
	count[3] = cond_value[2];
	text[4] = "Bospers Jagdbogen";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItRi_Prot_Point_01_MIS(C_Item)
{
	name = "Constantinos Ring";
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING | ITEM_MISSION;
	value = Value_Ri_ProtPoint;
	visual = "ItRi_Prot_Point_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Prot_Point_01_MIS;
	on_unequip = UnEquip_ItRi_Prot_Point_01_MIS;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Schutz des Holzes ";
	text[2] = NAME_Prot_Point;
	count[2] = Ri_ProtPoint;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Prot_Point_01_MIS()
{
	self.protection[PROT_POINT] += Ri_ProtPoint;
};
 
func void UnEquip_ItRi_Prot_Point_01_MIS()
{
	self.protection[PROT_POINT] -= Ri_ProtPoint;
};
 
 
instance ItMi_EddasStatue(C_Item)
{
	name = "Innos-Statue";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MULTI | ITEM_MISSION;
	value = 50;
	visual = "ItMi_InnosStatue.3DS";
	material = MAT_METAL;
	description = name;
	text[2] = "Innos, Herr der Gerechtigkeit, ";
	text[3] = "segne und behute mich,";
	text[4] = "auf das mir kein Unheil widerfahre";
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ItKe_EVT_CRYPT_01(C_Item)
{
	name = "Alter Messingschlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Schlussel vom Skelett in Raum 1";
};
 
instance ItKe_EVT_CRYPT_02(C_Item)
{
	name = "Alter Messingschlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Schlussel vom Skelett in Raum 2";
};
 
instance ItKe_EVT_CRYPT_03(C_Item)
{
	name = "Alter Messingschlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Schlussel vom Skelett in Raum 3";
};
 
instance ItKe_Valentino(C_Item)
{
	name = "Truhenschlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Truhenschlussel";
	text[3] = "von Valentino";
};
 
instance ItKe_Buerger(C_Item)
{
	name = "Truhenschlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Lag auf einer Fensterbank rum";
	text[3] = "";
};
 
instance ItKe_Richter(C_Item)
{
	name = "Truhenschlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Der Truhenschlussel";
	text[3] = "des Richters";
};
 
instance ItKe_Salandril(C_Item)
{
	name = "Truhenschlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "von Salandril dem Alchemisten";
	text[3] = "";
};
 
instance ItKe_PaladinTruhe(C_Item)
{
	name = "Truhenschlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Ein kleiner Messingschlussel";
	text[3] = "aus dem Haus der Paladine";
};
 
instance ItKe_ThiefTreasure(C_Item)
{
	name = NAME_Key;
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION | ITEM_MULTI;
	value = Value_Key_01;
	visual = "ItKe_Key_03.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Ein kleiner Schlussel";
};
 
instance ItKe_Fingers(C_Item)
{
	name = NAME_Key;
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_03.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "Ein rostiger Turschlussel";
	text[3] = "aus der Kanalisation";
};
 
instance ItWr_Schuldenbuch(C_Item)
{
	name = "Schuldenbuch";
	mainflag = ITEM_KAT_DOCS;
	flags = 0;
	value = 100;
	visual = "ItWr_Book_02_05.3ds";
	material = MAT_LEATHER;
	scemeName = "MAP";
	description = "Lehmars Schuldenbuch";
	text[5] = NAME_Value;
	count[5] = value;
	on_state[0] = UseSchuldBuch;
};
 
 
func void UseSchuldBuch()
{
	var int nDocID;
	nDocID = Doc_Create();
	Doc_SetPages(nDocID,2);
	Doc_SetPage(nDocID,0,"Book_Brown_L.tga",0);
	Doc_SetPage(nDocID,1,"Book_Brown_R.tga",0);
	Doc_SetMargins(nDocID,0,275,20,30,20,1);
	Doc_SetFont(nDocID,0,FONT_BookHeadline);
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLines(nDocID,0,"Geschafte und Schulden");
	Doc_SetFont(nDocID,0,FONT_Book);
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLines(nDocID,0,"Ich Meister Thorben, Schreiner von Khorinis, schulde dem ehrenwerten Herrn Lehmar 200 Goldmunzen");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"             Thorben");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLines(nDocID,0,"Ich Coragon, Wirt in Khorinis, schulde dem ehrenwerten Herrn Lehmar 150 Goldmunzen");
	Doc_PrintLine(nDocID,0,"");
	Doc_PrintLine(nDocID,0,"             Coragon");
	Doc_PrintLine(nDocID,0,"");
	Doc_SetMargins(nDocID,-1,30,20,275,20,1);
	Doc_SetFont(nDocID,1,FONT_Book);
	Doc_PrintLine(nDocID,1,"");
	Doc_PrintLine(nDocID,1,"");
	Doc_PrintLine(nDocID,1,"");
	Doc_PrintLines(nDocID,1,"Ich, Hanna, Besitzerin des Hotels in Khorinis, schulde Herrn Lehmar 250 Goldmunzen.");
	Doc_PrintLine(nDocID,1,"");
	Doc_PrintLine(nDocID,1,"               Hanna");
	Doc_PrintLines(nDocID,1,"");
	Doc_Show(nDocID);
};
 
 
instance ItPl_Sagitta_Herb_MIS(C_Item)
{
	name = "Sonnenaloe";
	mainflag = ITEM_KAT_FOOD;
	flags = ITEM_MULTI;
	value = Value_Strength_Herb_01;
	visual = "ItPl_Strength_Herb_01.3DS";
	material = MAT_WOOD;
	scemeName = "FOOD";
	description = name;
	text[5] = NAME_Value;
	count[5] = Value_Strength_Herb_01;
};
 
instance ITKE_ORLAN_HOTELZIMMER(C_Item)
{
	name = "Zimmerschlussel";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_MISSION;
	value = Value_Key_01;
	visual = "ItKe_Key_01.3ds";
	material = MAT_METAL;
	description = name;
	text[2] = "der Tarverne ?Zur Toten Harpie?";
	text[3] = "";
};
 
instance ItRw_DragomirsArmbrust_MIS(C_Item)
{
	name = "Dragomirs Armbrust";
	mainflag = ITEM_KAT_FF;
	flags = ITEM_CROSSBOW;
	material = MAT_WOOD;
	value = Value_LeichteArmbrust;
	damageTotal = Damage_LeichteArmbrust;
	damagetype = DAM_POINT;
	munition = ItRw_Bolt;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = Condition_LeichteArmbrust;
	visual = "ItRw_Crossbow_L_02.mms";
	on_equip = equip_crossbow_light;
	on_unequip = unequip_crossbow_light;
	description = name;
	text[2] = NAME_Damage;
	count[2] = damageTotal;
	text[3] = NAME_Str_needed;
	count[3] = cond_value[2];
	text[5] = NAME_Value;
	count[5] = value;
};
 
instance ITMI_TARACOTHAMMER(C_Item)
{
	name = "Terrakots Hammer";
	mainflag = ITEM_KAT_NF;
	flags = ITEM_MISSION | ITEM_SWD;
	material = MAT_METAL;
	value = 5000;
	damageTotal = 150;
	damagetype = DAM_BLUNT;
	range = 100;
	cond_atr[2] = ATR_STRENGTH;
	cond_value[2] = 200;
	visual = "ItMw_1H_Warhammer_03.3ds";
	effect = "SPELLFX_MANAPOTION";
	description = name;
	text[1] = NAME_Damage;
	count[1] = damageTotal;
	text[2] = NAME_Str_needed;
	count[2] = cond_value[2];
	text[3] = NAME_RADIUS;
	count[3] = range;
	text[4] = NAME_OneHanded;
	text[5] = NAME_Value;
	count[5] = value;
};